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Running Night's Dark Terror in 4e
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<blockquote data-quote="Lanefan" data-source="post: 5253162" data-attributes="member: 29398"><p><strong>***Spoilers ahead*** for Night's Dark Terror</strong></p><p></p><p>The valley part - from Threshold up to the bridge - was the only part that was any good for me. I never had to worry about anything further as my party never got past the bridge on several attempts.</p><p>I seem to recall it's a couple of statues that come to life - can't really make 'em minions or they'll be too weak, and if they're "real" 4e monsters they'll be probably too tough. Couple that with any sort of ability at all to push/pull/slide people off the bridge and your party's in for a world o' hurt.</p><p>You mean other than everything?</p><p></p><p>I had a hard time figuring out how everything was supposed to connect, for one thing; and who was who and who was working for who. Add to that my group's complete inability to pick up on any sort of clue, and their incredible ability to find new and creative ways to die (e.g. there's one of the Goblin lairs with a moat around it and a bridge - the moat is filled with cold-water piranhas - a Paladin in full armour fell off the bridge during battle with the Goblins, another character dived in to save him, the piranhas got both; so 2 dead out of a party of 5) and the recipe was all in place for a disaster.</p><p></p><p>At the time, our rule was that if you brought in a new PC it came in a level below the party average. They started as mostly 4ths. By the time they'd made any significant headway they were all 2nds...and that's without a level-drainer in sight!</p><p></p><p>By the time the party finally figured out that all these seemingly-random encounters and events were at least vaguely connected, they'd managed to piss off every intelligent being in the area! (as I recall, some of the locals are supposed to be friendly to the PCs...that didn't stop my guys, who tried to kill 'em all anyway...)</p><p></p><p>Then they tried the valley. The lower valley nearly killed them. Then they got to the bridge, got beaten to a pulp by the statues to the point where two PCs were all that was left; these sneaked back down and out of the valley and never went back.</p><p></p><p>Years later in the same campaign, I did get some good adventuring out of having a more competent party go in and clear out the lower valley, but that was mostly stuff I'd made up by then. That group also went up to the bridge and again didn't get any further...sigh.</p><p></p><p>Maybe it was my own lack of comprehension, but my biggest headache as DM was trying to figure out from the module who was on what side in the lowlands and how it all was supposed to fit in with the cult in the upper valley.</p><p></p><p>Lan-"I still shudder at the thought of ever running that module again"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5253162, member: 29398"] [b]***Spoilers ahead*** for Night's Dark Terror[/b] The valley part - from Threshold up to the bridge - was the only part that was any good for me. I never had to worry about anything further as my party never got past the bridge on several attempts. I seem to recall it's a couple of statues that come to life - can't really make 'em minions or they'll be too weak, and if they're "real" 4e monsters they'll be probably too tough. Couple that with any sort of ability at all to push/pull/slide people off the bridge and your party's in for a world o' hurt. You mean other than everything? I had a hard time figuring out how everything was supposed to connect, for one thing; and who was who and who was working for who. Add to that my group's complete inability to pick up on any sort of clue, and their incredible ability to find new and creative ways to die (e.g. there's one of the Goblin lairs with a moat around it and a bridge - the moat is filled with cold-water piranhas - a Paladin in full armour fell off the bridge during battle with the Goblins, another character dived in to save him, the piranhas got both; so 2 dead out of a party of 5) and the recipe was all in place for a disaster. At the time, our rule was that if you brought in a new PC it came in a level below the party average. They started as mostly 4ths. By the time they'd made any significant headway they were all 2nds...and that's without a level-drainer in sight! By the time the party finally figured out that all these seemingly-random encounters and events were at least vaguely connected, they'd managed to piss off every intelligent being in the area! (as I recall, some of the locals are supposed to be friendly to the PCs...that didn't stop my guys, who tried to kill 'em all anyway...) Then they tried the valley. The lower valley nearly killed them. Then they got to the bridge, got beaten to a pulp by the statues to the point where two PCs were all that was left; these sneaked back down and out of the valley and never went back. Years later in the same campaign, I did get some good adventuring out of having a more competent party go in and clear out the lower valley, but that was mostly stuff I'd made up by then. That group also went up to the bridge and again didn't get any further...sigh. Maybe it was my own lack of comprehension, but my biggest headache as DM was trying to figure out from the module who was on what side in the lowlands and how it all was supposed to fit in with the cult in the upper valley. Lan-"I still shudder at the thought of ever running that module again"-efan [/QUOTE]
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